
Some of the more advanced knowledge you'll need for this series are: framebuffers, cubemaps, gamma correction, HDR, and normal mapping. Keep in mind, the topics in these chapters are rather advanced so it is advised to have a good understanding of OpenGL and shader lighting. By the end of these chapters we'll have something that looks like this: Their approach, based on the metallic workflow, is decently documented, widely adopted on most popular engines, and looks visually amazing. In the next PBR chapters we'll be focusing on the PBR approach as originally explored by Disney and adopted for real-time display by Epic Games.

Not only does it look better, as it closely approximates actual physics, we (and especially the artists) can author surface materials based on physical parameters without having to resort to cheap hacks and tweaks to make the lighting look right. As physically based rendering aims to mimic light in a physically plausible way, it generally looks more realistic compared to our original lighting algorithms like Phong and Blinn-Phong.

PBR, or more commonly known as physically based rendering, is a collection of render techniques that are more or less based on the same underlying theory that more closely matches that of the physical world.
